#Shader Vertex

#version 330 core

layout (location=0) in vec3 position;

layout (location=1) in vec2 texture;
out vec3 fragColor;
out vec2 Vtexture;

uniform mat4 view;
uniform mat4 model;
uniform mat4 projection;

void main(){
    gl_Position = projection*view* model *vec4(position,1.0f);

    Vtexture =  vec2(texture.x,texture.y);
}

#Shader Fragment

#version 330 core

out vec4 FragColor;

in vec2 Vtexture;

uniform sampler2D texture0;
uniform sampler2D texture1;


void main(){
    FragColor = mix(texture(texture0,Vtexture),texture(texture1,Vtexture),0.2);
}